Vulkan drivers now out

Qamly

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http://support.amd.com/en-us/kb-articles/Pages/Radeon-Vulkan-Beta.aspx

**Updated March 1st.
IMPORTANT NOTE
This driver package has been updated on 2/26/2016 to address the items listed under Highlights

Highlights

PowerXpress Systems - Added Vulkan Support
The Talos Principle - Potential version compatability issues addressed
Hologram - No longer crashes on launch



Older notes:
Important Notes

This product is based on a published Khronos specification but has not yet passed the Khronos Conformance Test Process. A fully conformant implementation of the Vulkan API will be included in a forthcoming Radeon Software release.
This driver is intended as beta level support for use solely with Vulkan applications and as such some Radeon Software functionality has been removed. This is including and not limited to support for other Graphics APIs, Radeon Settings and other Radeon Software driver features.

What is Vulkan™?

As a complement to OpenGL, descended from AMD's Mantle, and forged by the industry, Vulkan™ is a powerful low-overhead graphics API that gives software developers deep control over the performance, efficiency, and capabilities of Radeon™ GPUs and multi-core CPUs. More information on Vulkan™ can be found here. More information on the latest AMD Vulkan™-related news can be found here.

Known Issues

Some AMD PowerXpress™ systems may experience instability
Windows re-sizing in some applications may cause an application crash
HDMI and DP to DVI adapters on Windows 7 may intermittently cause display issues
This still applies, still doesn't pass. :nuts:
So, who screwed up?
Mantle is basically Vulkan now, and they couldn't pass the Khronos Conformance Test Process? WTH? :nuts:

Remember, this is for GCN cards ONLY!
 
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Bah, you beat me to it while I was typing... :p

So, who screwed up?
Mantle is basically Vulkan now, and they couldn't pass the Khronos Conformance Test Process? WTH? :nuts:
Nobody screwed up. It's Khronos who is validating, and that's a bit like WHQL for Microsoft, it takes some time, so AMD was nice with us and released non-certified beta drivers.
I'm sure you've already installed non-WHQL drivers on your system too.
 
Here's what changes compared to the 16.1.1 "hotfix":

7hhuSjG.jpg
 
Bah, you beat me to it while I was typing... :p

Nobody screwed up. It's Khronos who is validating, and that's a bit like WHQL for Microsoft, it takes some time, so AMD was nice with us and released non-certified beta drivers.
I'm sure you've already installed non-WHQL drivers on your system too.

I understand that, it is just they failed Khronos tests, so yes, there was a screwup someplace.

All the other players except for intel (for windows) have released Vulkan drivers, which all of those all passed Khronos's tests...

Here is a list:
Nvidia - Windows and Linux
Imagination - Linux
Intel - Linux
Qualcomm - Andriod
AMD - AMD's has not passed the tests yet.
 
I understand that, it is just they failed Khronos tests, so yes, there was a screwup someplace.
" has not yet passed the Khronos Conformance Test Process"

Not yet. It means the conformance test process is done right now. It doesn't mean anything has failed.
 
I've been testing those drivers all evening on "traditional" content (Witcher 3, The Crew, Tomb Raider, WoW) and except a most likely "placebo" small FPS improvement in Witcher and World of Warcraft, I've noticed no positive or negative reason why not to use that new driver.
 
Nvidia, intel and even Imagination Tech have already passed Vulkan conformance tests. What the hell is AMD doing? Vulkan has Mantle DNA and AMD is the last to have conformance passed drivers!?
I'm sure this beta drivers are safe to use but is sad when the company that should be more proactive in supporting Vulkan is not, even Nvidia has more Vulkan papers and talks than AMD!
I hope i'm wrong but i'm afraid this makes me think AMD will do with Vulkan what it has done with OpenGL, make it a after thought.
 
for those that didn't notice, no amd radeon settings. Someone is going to see this and say"where are my settings?". what I did was get the cnext and cccslim directories and ran the .exe from 16.1.1 hotfix. You don't see any vulkan versions but you get to see everything else.
 
Tested vulkan on The Talos Principle, like all other testers, saw that it runs much slower then D3D11, didn't tested D3D9 or OpenGL.

Here is the result from the benchmark:

Vulkan

Duration: 189.6 seconds (6604 frames)
02:29:52 INF: Average: 34.8 FPS (35.0 w/o extremes)
02:29:52 INF: Extremes: 350.2 max, 3.0 min
02:29:52 INF: Sections: AI=4%, physics=1%, sound=1%, scene=77%, shadows=14%, misc=2%
02:29:52 INF: Highs: 426 in 7.0 seconds (61.2 FPS)
02:29:52 INF: Lows: 315 in 15.1 seconds (20.8 FPS)
02:29:52 INF: < 20 FPS: 1%
02:29:52 INF: 20-30 FPS: 12%
02:29:52 INF: 30-60 FPS: 85%
02:29:52 INF: > 60 FPS: 2%


D3D11

02:39:52 INF: Duration: 184.7 seconds (11522 frames)
02:39:52 INF: Average: 62.4 FPS (64.3 w/o extremes)
02:39:52 INF: Extremes: 392.4 max, 32.0 min
02:39:52 INF: Sections: AI=7%, physics=3%, sound=1%, scene=70%, shadows=15%, misc=4%
02:39:52 INF: Highs: 1408 in 17.8 seconds (79.2 FPS)
02:39:52 INF: Lows: 1801 in 37.6 seconds (47.9 FPS)
02:39:52 INF: 30-60 FPS: 32%
02:39:52 INF: > 60 FPS: 68%

Don't take this very seriously, Croteam have said Vulkan would run slow compared to the others right now, is only in experimental fase and the Serious Engine 4 needs some changes to better use it., i have no doubt this will improve with time.

Would love to see testes from Nvidia users.
 
AMD, please hurry up with an updated Radeon Software Suite with Vulkan drivers. Hurry up! This is the one thing you guys can't afford to be late to.
 
Croteam explanations about the current implementation of Vulkan on The Talos Principle and its future. Btw even so Vulkan runs slow now it manages to be faster then OpenGL (2.6) on the game!?

engine design for Vulkan is basically consited of three major parts:\

1)
Port. Make it work as fast as possible just by wrapping current engine design around Vulkan. Avoid all pitfalls and bottlenecks. This is what we did by now and released as patch for Talos.

2)
Use Vulkan for multi-threaded rendering. Our engine is designed really well for multi-threaded rendering, but we have only our wrapper for it - calls to graphics API (like Vulkan) are not multi-threaded. Yet.
That being said, this is the next step what we'll do. And probably release that also as patch for Talos. I tried to do that with Direct3D 11 long time ago (support for its deffered contexts), but it was too much pain and too little or even no gain. That's just one of reasons why we decided to stick with our own approach for MT renderer for that long. :/

3)
Redesign engine for Vulkan. This is the biggest step and can be split in two:

3a)
Precache all rendering states (which mostly mean materials in game) up front. This will make rendering calls much simplier and faster. So, instead of deciding at rendering time what is needed for a material to be rendered via Vulkan, do this at loading time and then when material needs to be rendered just give it to Vulkan, via one or two simple function calls.

3b)
Precache all geometry, material, textures, everything that is needed for rendering an object up front. This basically creates so called command buffer ready for Vulkan, and nothing extra needs to be set or created at render time.

3rd part of port is, obviously, the most complex one, and it'll take time to change engine design for it, step-by-step.

Hope I explained this well.
 
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